Introduction

Challenges

Principles

Goals



Website

WarmUps

"Good For"

Puzzle

Interactive Lecture

Collaborative Learning

High/Low Tech



Retention

Satisfaction

Resources

Two Principles
  • IT can be used for good or evil

    Learning technologies should be designed to increase, and not to reduce, the amount of personal contact between students and faculty on intellectual issues.

    (Study Group on the Conditions of Excellence in American Higher Education, 1984)

  • The three critical factors:
    • student-student interaction
    • student-faculty interaction
    • time on task

    Alexander W. Astin
    "What matters in college?: four critical years revisited"
    Jossey-Bass Publishers,1993